Thanks for this suggestion, adding a “grip” bone has greatly simplified things. If I had tried to animate the movement of my character’s weapon otherwise, it almost certainly would have turned into a overly complicated nightmare. I also had to modified the swinging animation a bit due to the fact that I originally made the animation without the required weapon in hand and so attaching it to the newly created “grip” bone exposed that the weapon would end up clipping through my character.
Unfortunately though, fixing that one problem has created a new one in its place that is now currently vexing me. After creating a socket on the new “grip” bone I tried to include a Add Preview Asset so that I would be able to see the weapon on my character while trying to figure out the blueprint for the Animation Notifies to spawn/despawn the weapon in the animation. However, instead of the weapon appearing in my character’s “hand”, the weapon instead appeared in the middle of the character model. I then tried to move the weapon asset over to the where the “grip” bone was, but for some reason I could not move the weapon, I could alter its scaling & rotate it but I could not move the object from its default position.
While trying to figure out why I couldn’t move the weapon object to its proper location, I noticed that in the bone hierarchy displayed on the left side on the screen that “grip” bone appeared grayed out along with a bunch of bones that were based modifiers from Blender that were incompatible with Unreal Engine 4. Highlighting the grayed out bones would display the following message:
I tried doing a Google Search for this message and came across this topic:
I’m fairly certain the problem scenario described in the above topic is the same one that I am currently with, but I have no idea how to fix this issue. I tried re-importing my character model from Blender without any of the bones that used modifiers from Blender that were incompatible with Unreal Engine 4. I also made some changes to all of the animations I’ve made to date by highlighting all of the bones within the armature minus the aforementioned incompatible “modifier” bones and choosing to export only the bones I had highlighted.
Alas though, despite all of the my efforts of re-importing the mesh/armature and all of its animations, the problem continues to persist just as it did before I made all of my alterations.
Does anyone have any idea on how I can rectify this new problem?
**EDIT: **I thought I should also mention that despite deleting the “modifier” bones from my model and not including them in the animation armatures when I exported them as a .FBX file, the bones are still present in my model’s armature in Unreal Engine 4. I’m not sure whether or not this is directly related to why the “grip” bones aren’t being properly registered by Unreal but I thought I should mention just in case.